--- deliantra/server/random_maps/exit.C 2007/07/01 05:00:19 1.27
+++ deliantra/server/random_maps/exit.C 2008/09/29 10:32:50 1.32
@@ -1,11 +1,11 @@
/*
- * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
+ * This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
- * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
+ * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992,2007 Frank Tore Johansen
*
- * Crossfire TRT is free software: you can redistribute it and/or modify
+ * Deliantra is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
@@ -18,7 +18,7 @@
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
- * The authors can be reached via e-mail to
+ * The authors can be reached via e-mail to
*/
#include
@@ -39,7 +39,7 @@
/* if a starting point isn't given, pick one */
if (mode < 1 || mode > 4)
- M = rndm (4) + 1;
+ M = rmg_rndm (4) + 1;
else
M = mode;
@@ -49,61 +49,61 @@
switch (M)
{
case 1:
- { /* search from top left down/right */
- for (i = 1; i < RP->Xsize; i++)
- for (j = 1; j < RP->Ysize; j++)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from top left down/right */
+ for (i = 1; i < RP->Xsize; i++)
+ for (j = 1; j < RP->Ysize; j++)
+ {
+ if (layout[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 2:
- { /* Search from top right down/left */
- for (i = RP->Xsize - 2; i > 0; i--)
- for (j = 1; j < RP->Ysize - 1; j++)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* Search from top right down/left */
+ for (i = RP->Xsize - 2; i > 0; i--)
+ for (j = 1; j < RP->Ysize - 1; j++)
+ {
+ if (layout[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 3:
- { /* search from bottom-left up-right */
- for (i = 1; i < RP->Xsize - 1; i++)
- for (j = RP->Ysize - 2; j > 0; j--)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from bottom-left up-right */
+ for (i = 1; i < RP->Xsize - 1; i++)
+ for (j = RP->Ysize - 2; j > 0; j--)
+ {
+ if (layout[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
case 4:
- { /* search from bottom-right up-left */
- for (i = RP->Xsize - 2; i > 0; i--)
- for (j = RP->Ysize - 2; j > 0; j--)
- {
- if (layout[i][j] == target)
- {
- *fx = i;
- *fy = j;
- return;
- }
- }
- break;
- }
+ /* search from bottom-right up-left */
+ for (i = RP->Xsize - 2; i > 0; i--)
+ for (j = RP->Ysize - 2; j > 0; j--)
+ {
+ if (layout[i][j] == target)
+ {
+ *fx = i;
+ *fy = j;
+ return;
+ }
+ }
+ break;
+
}
}
@@ -123,7 +123,6 @@
maptile *style_map_up = 0; /* easier maze */
object *the_exit_down; /* harder maze */
object *the_exit_up; /* easier maze */
- object *random_sign; /* magic mouth saying this is a random map. */
int cx = -1, cy = -1; /* location of a map center */
int upx = -1, upy = -1; /* location of up exit */
int downx = -1, downy = -1;
@@ -134,7 +133,7 @@
final_map_exit = 0;
if (!orientation)
- orientation = rndm (6) + 1;
+ orientation = rmg_rndm (6) + 1;
switch (orientation)
{
@@ -165,29 +164,15 @@
}
}
- if (style_map_up == 0)
- the_exit_up = arch_to_object (archetype::find ("exit"));
-
- else
- {
- object *tmp;
-
- tmp = style_map_up->pick_random_object ();
- the_exit_up = arch_to_object (tmp->arch);
- }
+ the_exit_up = style_map_up
+ ? style_map_up->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
/* we need a down exit only if we're recursing. */
- if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0)
- if (style_map_down == 0)
- the_exit_down = arch_to_object (archetype::find ("exit"));
-
- else
- {
- object *tmp;
-
- tmp = style_map_down->pick_random_object ();
- the_exit_down = arch_to_object (tmp->arch);
- }
+ if (RP->dungeon_level < RP->dungeon_depth || *RP->final_map)
+ the_exit_down = style_map_down
+ ? style_map_down->pick_random_object (rmg_rndm)->clone ()
+ : archetype::get (shstr_exit);
else
the_exit_down = 0;
@@ -241,15 +226,9 @@
{
if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
{
- random_sign = get_archetype ("sign");
- random_sign->x = the_exit_up->x + freearr_x[j];
- random_sign->y = the_exit_up->y + freearr_y[j];
-
- char buf[8192];
- sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
-
- random_sign->msg = buf;
- insert_ob_in_map (random_sign, map, NULL, 0);
+ object *random_sign = archetype::get (shstr_sign);
+ random_sign->msg = format ("This is a random map.\nLevel: %d\n", RP->dungeon_level - 1);
+ map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
}
}
@@ -265,6 +244,7 @@
/* first, look for a '>' character */
find_in_layout (0, '>', &downx, &downy, maze, RP);
+
/* if no > is found use C */
if (downx == -1)
{